Super Smash Bros. General v26 - 🃏 THE SHOW'S OVER 🃏
985 replies, posted
problem with items in smash is as the match goes on, it gets a lot harder to even grab an item. Even with that theoretical forewarning of when an item is going to drop, if you're knocked off the stage, it's not going to matter, and so little items in the game are balanced in the sense that they add variety without completely changing how a character works fundamentally (Screw Attack, metal box, battering weapons, gun weapons), or just being free damage that can only be dealt with by running away (hammers, final smashes, assist trophies), that it's just basically going to be the same outcome - either the item provides a huge advantage without counterplay or it's negligible and a waste of time to grab.
This post is giving me arena shooter vibes, for some reason.
I wonder if this patch will also come with the "online improvements" they had in mind.
Yeah, people have been suggesting that for ages. Honestly, it's not a bad idea. Even in casual play I think it could be a lot of fun due to the element of anticipation. Although I'd still like it to be an option in consideration of the people who prefer the complete surprise (which can indeed lead to some hilarious moments in friendlies).
I'd make it have the same cue as beats in EBA/Ouendan, where a ring shrinks down over an orb that glows brighter until the item spawns.
They could just give them a longer version of their spawn effect so that it resembles Kirby Super Star's miniboss rushes.
(First battle set shown in this video)
https://www.youtube.com/watch?v=m7qIJHPgm7M
That might be too visually noisy but I can see it.
Just make it a small flash, like the Timed Battle's 1st place.
Then again, when you're in a item-based ruleset, you cannot avoid chaos. That's half the fun of big Smash battles with friends.
One thing they should add is checklist for Assist Trophies and Pokemons. There's a bunch of really annoying ones in those and we can't turn them off.
Yeah, I hope we'll eventually see a toggle for those in an update. It's weird, because Ultimate gave us the ability to spawn them with specific characters inside while in training mode, but they didn't think to add such menus to the actual versus item toggle.
Heck, if they want to keep it casual play friendly, why not skew telegraphed item spawns in a losing player's favor? Like, when an item is about to spawn, it'll spawn in a place that's a decent distance from all players, but furthest away from the player in the lead, even if it means spawning it right on top of a losing player if there's no other choice.
Combine this with spawning frequency that starts out basically nonexistent, but increases as the match progresses, increasing much faster if one player is clearly dominating, and ending in Very High (or more!) levels of item spam if the fight drags on too long or looks one-sided. This ensures every items-on match will end either quickly, with hilarious chaos, or both, which I think most people would enjoy.
That was my inspiration to be honest. Whoever guards the armor and railgun spawns is probably in control of the match.
My intent for the idea was mostly in regards to casual mode, since I only play with items on with friends, but it might work in competitive if certain (most?) items were turned off. That could affect projectile character matchups however, as a character like Little Mac not having a projectile would be less of a weakness.
I had an idea a while back for a non-random way to introduce items into a match, which would be to use the system that certain version of 100-Man Smash use
At fixed time intervals, a platform moved across the top of the screen with an item specific for that instance
Unfortunately it would grant an advantage to more mobile fighters, but not much more than Smashballs do
it would probably be awkward to adjust the setting of as well
In Smash 4, I actually wanted the ability for the guy with the GamePad to be the "item master" rather than a player, and drop items of his choosing into the match as well as stuff like manipulate stage hazards. I think it would've been a lot of fun.
Speaking of GamePad stuff, I was hoping to see an asymmetrical versus minigame where the guy with GamePad does play... as the Hands. Locked to Final Destination or Ω stages, but the possibility of against multiple players and customizable HP. Huge missed opportunity if you ask me, especially since boss behavior is ultimately just coded to the same inputs players use. Have one stick and set of shoulder buttons control each hand and the move-list and combination move buttons on the GamePad screen.
can't wait for "reduced damage against shields"
Imagine if said item was a healing item, the player with the lead was a campy Sonic and he could just easily circle around the stage, grab the health item and continue camping without worry
The gamepad had so much wasted potential, it's maddening. I remember watching Nintendo Land footage and thinking "WOAH you can do so much with this!"
And then almost every game that came out was like "yeah whatever, it's just a more powerful console, lets just make our games"
Even Zelda was modified to just forgo any gamepad functionality whatsoever
From what I understand, most developers did at least playtest concepts that centered around the gamepad, but many simply weren't interesting to the average playtester, or worse, they were confusing in their presentation or execution of their idea, so the testers hated it.
This jarring negative reaction from their focus groups began to foster a negative stigma of the gamepad - and the WiiU itself - as time went on, and eventually building for WiiU just didn't seem worth it anymore, as the common assumption was that Nintendo would demand the gamepad be embraced, just like with the DS' second screen. Eventually Nintendo themselves realized this widespread perception existed, and began to tone down their own use of the gamepad to try and say "Look! You don't HAVE to cater to it if you don't want to!", until by the end of the system's lifespan, barring a few titles, the best games on the system basically just used the gamepad as a proto-Switch (only off-TV play), or a way to interact with the UI with a stylus if you prefer.
Chances are relatively high patch today given it's thursday and the notification for 3.1.0 runs out today. Don't expect a lot, as it's a 0.X.0 version change.
https://twitter.com/SSBUBot/status/1134084159725539328
https://twitter.com/SSBUBot/status/1134084160878993408
https://twitter.com/SSBUBot/status/1134084162011521025
No balance patch notes as of yet, but VR support and online amiibo support are pretty nice.
https://twitter.com/ssbubot/status/1134084159725539328?s=21
Smash is getting VR mode.
I am too stupidly excited about online amiibo support ngl
I have a bunch of amiibo I've wanted to move over to Ultimate, but you lose their Smash 4 profiles if you do so. I'd much rather get amiibo of their Ultimate trophies and keep the Smash 4 ones to that game.
Oh shit, it's time to actually train all my amiibo and basically have Pokemon battles with friends
idk I have like next to no amiibos :///
https://twitter.com/matttVEVO/status/1118137520049598464?s=19
idk I have like next to no amiibos :///
https://twitter.com/iKeychain/status/1134136298552401921
Amiibos are a lot more diverse in Ultimate to the point where you can legit have amiibo tournies, imo.
Due to the fact that you can beef them up with spirits and spirit dojos, stuff like this is entirely possible:
https://files.facepunch.com/forum/upload/132452/04553d5b-6a90-4a21-8e42-f4d8f84cd176/of fuck oh fuck.mp4
Finally, now I can aprecciate the true reason of Smash: Snake’s Ass in VR.
What a miserable waste of potential. I suffer knowing how poorly that system was treated when something akin to it had been my dream console for years.
Update V.3.1 is live. I'm intrigue of getting as VR Labo kit but I'm gonna wait until a price drop or Black Friday.
I'm seriously tempted to get Toy-Con 04 because of this, and I don't even have the first three or much current interest in VR.
https://en-americas-support.nintendo.com/app/answers/detail/a_id/45405/~/super-smash-bros.-ultimate-update-ver.-3.1.0---fighter-adjustments
Peach, Pichu, and Olimar got SMACKED.
Falcon, Bayo, Diddy, Lucario, Mac, Ken, Ryu, and Bowser Jr. got nice buffs
many jabs and multihit moves connect better
Falcon's buff are damn good.
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